Apart from the usual heap of bugfixes and translation updates, this release includes some multiplayer rebalancing to adjust for the working-again armour: MG damage to cyborgs was increased by 10%, to tracks decreased by 10%, and to bunkers decreased 5%. Cannon damage to buildings and hardpoints increased 10%, to bunkers increased 25%. Also, the AI got some new top level templates, which hopefully make it a bit more dangerous in the end game.

Bug Reports:As usual, we need bug reports to fix problems in the game. Please note that we use tickets only to track bugs, for discussions about how features should work and feature requests we have a dedicated forum section.

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Detailed Changelog:

2011-01-20: Version 2.3.7

General

Fix: Make construction, production and research independent of framerate and number of parallel tasks (b4e33f24a2)

Fix: Changing droid settings now works, even if selecting more than 100 droids (9bab7867c8)

Change: Retire the current AI top model template with heavy laser in favour of two new ones. First is armed with seraph missiles, the second with both seraph missiles and gauss cannon on a dragon body (4c0b8a68af)

Fix: Prevent clients from getting confused when trying to leave the game setup screen by pressing the Escape key (9cacfc52a4)

If I understand correctly, 3.0-beta is 2.3.current + new gfx. Will there be another 3.0-beta release based on this one?

I tried a skirmish on GreatRift yesterday. All AI opponents (strength slider on max) used the same research strategy and attacked by airforce only - ok, they sent some toy tanks in addition, but did not build heavy body tanks. Games like this can be boring. Are there plans to use personalities for the AI opponents to choose from, as you can in Dydo-AI?

And of course: Many thanks to the developers, designers, admins, testers,...!

@Happy Camper: The problem is exactly that the AI has two personalities, and you met Mr Airforce, which produces only light tanks and aircraft. If you play a master snapshot, you can try to play against the semperfi AI, where both personalities (air and ground) are more flexible that way. I will probably port over most of these changes from semperfi to the default AI later when it has been tested more.

I noticed that sometimes indirect weapons shoot into the ground when you build them on top of a mesa. In earlier versions of the game, mortars fired in high arcs over the cliffs when aiming at targets in canyons. I mean, isn't that how indirect weapons are supposed to work?